/*
 * This program is free software: you can redistribute it and/or modify it under
 * the terms of the GNU General Public License as published by the Free Software
 * Foundation, either version 3 of the License, or (at your option) any later
 * version.
 * 
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
 * FOR A PARTICULAR PURPOSE. See the GNU General Public License for more
 * details.
 * 
 * You should have received a copy of the GNU General Public License along with
 * this program. If not, see <http://www.gnu.org/licenses/>.
 */
package net.sf.l2j.gameserver.model.actor.instance;

import net.sf.l2j.gameserver.ai.CtrlIntention;
import net.sf.l2j.gameserver.model.actor.L2Npc;
import net.sf.l2j.gameserver.network.serverpackets.ActionFailed;
import net.sf.l2j.gameserver.network.serverpackets.MoveToPawn;
import net.sf.l2j.gameserver.network.serverpackets.MyTargetSelected;
import net.sf.l2j.gameserver.network.serverpackets.StatusUpdate;
import net.sf.l2j.gameserver.network.serverpackets.ValidateLocation;
import net.sf.l2j.gameserver.templates.chars.L2NpcTemplate;

/**
 * This class leads the behavior of muted NPCs.<br>
 * Their behaviors are the same than NPCs, they just can't talk to player.<br>
 * Some specials instances, such as CabaleBuffers or TownPets got their own muted onAction.
 * @author Tryskell
 */
public final class L2MutedNpcInstance extends L2NpcInstance
{
	public L2MutedNpcInstance(int objectId, L2NpcTemplate template)
	{
		super(objectId, template);
	}

    @Override
    public void onAction(L2PcInstance player)
    {
		if (!player.canTarget())
			return;
    	
        // Check if the L2PcInstance already target the L2Npc
        if (this != player.getTarget())
        {
            // Set the target of the L2PcInstance player
            player.setTarget(this);

            // Check if the player is attackable (without a forced attack)
            if (isAutoAttackable(player))
            {
            	getAI(); //wake up ai
            	
                // Send MyTargetSelected to the L2PcInstance player
                player.sendPacket(new MyTargetSelected(getObjectId(), player.getLevel() - getLevel()));

                // Send StatusUpdate of the L2Npc to the L2PcInstance to update its HP bar
                StatusUpdate su = new StatusUpdate(this);
                su.addAttribute(StatusUpdate.CUR_HP, (int)getCurrentHp());
                su.addAttribute(StatusUpdate.MAX_HP, getMaxHp());
                player.sendPacket(su);
            }
            // Send MyTargetSelected to the L2PcInstance player
            else
                player.sendPacket(new MyTargetSelected(getObjectId(), 0));

            // Send a Server->Client packet ValidateLocation to correct the L2Npc position and heading on the client
            player.sendPacket(new ValidateLocation(this));
        }
        else
        {
            // Check if the player is attackable (without a forced attack) and isn't dead
            if (isAutoAttackable(player) && !isAlikeDead())
            {
                // Check the height difference
                if (Math.abs(player.getZ() - getZ()) < 400) // this max heigth difference might need some tweaking
                {
                    // Set the L2PcInstance Intention to AI_INTENTION_ATTACK
                    player.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, this);
                }
                else
                {
                    // Send a Server->Client ActionFailed to the L2PcInstance in order to avoid that the client wait another packet
                    player.sendPacket(ActionFailed.STATIC_PACKET);
                }
            }
            else if (!isAutoAttackable(player)) 
            {
                // Calculate the distance between the L2PcInstance and the L2Npc
                if (!canInteract(player))
                {
                    // Notify the L2PcInstance AI with AI_INTENTION_INTERACT
                    player.getAI().setIntention(CtrlIntention.AI_INTENTION_INTERACT, this);
                }
                else
                {
            		// Rotate the player to face the instance
            		player.sendPacket(new MoveToPawn(player, this, L2Npc.INTERACTION_DISTANCE));
        		
        			// Send ActionFailed to the player in order to avoid he stucks
        			player.sendPacket(ActionFailed.STATIC_PACKET);
                }
            }
        }
    }
}